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engines/hpl1/penumbra-overture/GameEnemy_Worm.h
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276
engines/hpl1/penumbra-overture/GameEnemy_Worm.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of Penumbra Overture.
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*/
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#ifndef GAME_GAME_ENEMY_WORM_H
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#define GAME_GAME_ENEMY_WORM_H
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/GameEnemy.h"
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using namespace hpl;
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//-----------------------------------------
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class cGameEnemy_Worm;
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// BASE STATE
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class iGameEnemyState_Worm_Base : public iGameEnemyState {
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public:
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iGameEnemyState_Worm_Base(int alId, cInit *apInit, iGameEnemy *apEnemy);
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virtual void OnSeePlayer(const cVector3f &avPosition, float afChance);
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virtual bool OnHearNoise(const cVector3f &avPosition, float afVolume);
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virtual void OnTakeHit(float afDamage);
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virtual void OnDeath(float afDamage);
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virtual void OnFlashlight(const cVector3f &avPosition);
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virtual void OnAnimationOver(const tString &asAnimName) {}
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virtual void OnDraw() {}
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virtual void OnPostSceneDraw() {}
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protected:
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cGameEnemy_Worm *mpEnemyWorm;
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};
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//-----------------------------------------
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// IDLE STATE
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class cGameEnemyState_Worm_Idle : public iGameEnemyState_Worm_Base {
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public:
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cGameEnemyState_Worm_Idle(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Worm_Base(alId, apInit, apEnemy) {}
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void OnEnterState(iGameEnemyState *apPrevState);
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void OnLeaveState(iGameEnemyState *apNextState);
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void OnUpdate(float afTimeStep);
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// void OnSeePlayer(const cVector3f &avPosition, float afChance){}
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private:
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bool mbStopped;
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float mfNextWalkTime;
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};
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//-----------------------------------------
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// HUNT STATE
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class cGameEnemyState_Worm_Hunt : public iGameEnemyState_Worm_Base {
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public:
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cGameEnemyState_Worm_Hunt(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Worm_Base(alId, apInit, apEnemy) {}
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void OnEnterState(iGameEnemyState *apPrevState);
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void OnLeaveState(iGameEnemyState *apNextState);
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void OnUpdate(float afTimeStep);
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void OnSeePlayer(const cVector3f &avPosition, float afChance);
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bool OnHearNoise(const cVector3f &avPosition, float afVolume);
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void OnDraw();
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void OnPostSceneDraw();
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private:
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float mfUpdatePathCount;
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float mfUpdateFreq;
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bool mbFreePlayerPath;
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bool mbLostPlayer;
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float mfLostPlayerCount;
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float mfMaxLostPlayerCount;
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float mfAttackSoundCount;
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float mfAttackCount;
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float mfSoundCount;
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};
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//-----------------------------------------
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// DEAD STATE
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class cGameEnemyState_Worm_Dead : public iGameEnemyState_Worm_Base {
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public:
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cGameEnemyState_Worm_Dead(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState_Worm_Base(alId, apInit, apEnemy) {}
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void OnEnterState(iGameEnemyState *apPrevState);
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void OnLeaveState(iGameEnemyState *apNextState);
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void OnUpdate(float afTimeStep) {}
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void OnSeePlayer(const cVector3f &avPosition, float afChance) {}
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bool OnHearNoise(const cVector3f &avPosition, float afVolume) { return false; }
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private:
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};
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//-----------------------------------------
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class cWormTailSegment {
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public:
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cWormTailSegment() {
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mpBone = NULL;
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mpChildSegment = NULL;
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}
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Common::List<cVector3f> mlstPositions;
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cVector3f mvPosition;
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cVector3f mvGoalForward;
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cVector3f mvForward;
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cVector3f mvUp;
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cVector3f mvRight;
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float mfDistToFront;
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iPhysicsBody *mpBody;
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cBoneState *mpBone;
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cMatrixf m_mtxBaseRot;
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cWormTailSegment *mpChildSegment;
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};
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//-----------------------------------------
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class cGameEnemy_Worm_MeshCallback : public cMeshEntityCallback {
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public:
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cGameEnemy_Worm_MeshCallback(cGameEnemy_Worm *apWorm);
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void AfterAnimationUpdate(cMeshEntity *apMeshEntity, float afTimeStep);
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private:
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cGameEnemy_Worm *mpWorm;
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};
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//-----------------------------------------
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class cVector3Smoother {
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public:
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cVector3Smoother();
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void Add(const cVector3f &avVec);
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cVector3f GetAverage();
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void SetMax(int alMax) { mlMaxVecs = alMax; }
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private:
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int mlMaxVecs;
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Common::List<cVector3f> mlstVecs;
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};
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//-----------------------------------------
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class cGameEnemy_Worm : public iGameEnemy {
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friend class cGameEnemy_Worm_MeshCallback;
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public:
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cGameEnemy_Worm(cInit *apInit, const tString &asName, TiXmlElement *apGameElem);
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~cGameEnemy_Worm();
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void OnLoad();
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void OnUpdate(float afTimeStep);
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void ExtraPostSceneDraw();
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void ShowPlayer(const cVector3f &avPlayerFeetPos);
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bool MoveToPos(const cVector3f &avFeetPos);
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bool IsFighting();
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iCollideShape *GetAttackShape() { return mpAttackShape; }
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// Worm specific
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void SetupTail();
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cSoundEntity *mpMoveSound;
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// State properties
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tString msMoveSound;
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float mfIdleFOV;
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tString msIdleFoundPlayerSound;
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float mfIdleMinSeeChance;
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float mfIdleMinHearVolume;
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float mfIdleMinWaitLength;
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float mfIdleMaxWaitLength;
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float mfHuntFOV;
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float mfHuntSpeed;
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float mfHuntForLostPlayerTime;
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float mfHuntMinSeeChance;
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float mfHuntMinHearVolume;
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tString msHuntSound;
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float mfHuntSoundMinInteraval;
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float mfHuntSoundMaxInteraval;
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float mfAttackDamage;
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float mfAttackInterval;
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tString msAttackHitSound;
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float mfAttackHitSoundInterval;
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float mfAttackMinMass;
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float mfAttackMaxMass;
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float mfAttackMinImpulse;
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float mfAttackMaxImpulse;
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int mlAttackStrength;
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cVector3f mvAttackDamageSize;
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private:
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iCollideShape *mpAttackShape;
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cBoneState *mpRootBone;
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Common::List<cVector3f> mlstRootPositions;
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cVector3Smoother mRootForwards;
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cVector3f mvRootPosition;
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cVector3f mvRootGoalForward;
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cVector3f mvRootForward;
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cVector3f mvRootRight;
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cVector3f mvRootUp;
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cVector3f mvRootBaseForward;
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cVector3f mvLastForward;
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int mlMaxSegmentPositions;
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float mfTurnSpeed;
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bool mbFirstUpdate;
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cVector3f mvFirstUpdatePos;
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cGameEnemy_Worm_MeshCallback *mpMeshCallback;
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cWormTailSegment *mpRootSegment;
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Common::Array<cWormTailSegment *> mvTailSegments;
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};
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//-----------------------------------------
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#endif // GAME_GAME_ENEMY_WORM_H
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